/*
 * Copyright (C) 2007 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.iusis.game;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.*;
import android.util.*;

/**
 * Render a pair of tumbling cubes.
 */

class MeteoRenderer implements GLSurfaceView.Renderer {
	private boolean mTranslucentBackground;
    private Cube mMeteo;
    private float mAngle;
    private float mDistanceY;
    private float mDistanceZ;
    
    private int sign=1;
    public MeteoRenderer(boolean useTranslucentBackground) {
        mTranslucentBackground = useTranslucentBackground;
        mMeteo = new Cube();
    }

    public void onDrawFrame(GL10 gl) {
        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear().
         */

        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D objects
         */
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
        
                
        // 초기위치 설정
        gl.glTranslatef(0, 0, -3.0f);
        
        gl.glRotatef(mAngle,  0, 1, 0);
        gl.glRotatef(mAngle,  1, 0, 0);

        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

        mMeteo.draw(gl, 0);
        
        

        mAngle += 12.0f;
    }

	public int[] getConfigSpec() {
		if (mTranslucentBackground) {
			// We want a depth buffer and an alpha buffer
			int[] configSpec = { 
					EGL10.EGL_RED_SIZE, 8, 
					EGL10.EGL_GREEN_SIZE, 8, 
					EGL10.EGL_BLUE_SIZE, 8, 
					EGL10.EGL_ALPHA_SIZE, 8,
					EGL10.EGL_DEPTH_SIZE, 16, 
					EGL10.EGL_NONE };
			return configSpec;
		} else {
			// We want a depth buffer, don't care about the
			// details of the color buffer.
			int[] configSpec = { 
					EGL10.EGL_DEPTH_SIZE, 16, 
					EGL10.EGL_NONE };
			return configSpec;
		}
	}
   

    
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        gl.glViewport(0, 0, width, height);

        /*
         * Set our projection matrix. This doesn't have to be done
         * each time we draw, but usually a new projection needs to
         * be set when the viewport is resized.
         */

        float ratio = (float) width / height;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();
        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
        
   }
    
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL10.GL_DITHER);

        /*
         * Some one-time OpenGL initialization can be made here
         * probably based on features of this particular context
         */
         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
                 GL10.GL_FASTEST);

         if (mTranslucentBackground) {
             gl.glClearColor(0,0,0,0);
         } else {
             gl.glClearColor(1,1,1,1);
         }
         gl.glEnable(GL10.GL_CULL_FACE);
         gl.glShadeModel(GL10.GL_SMOOTH);
         gl.glEnable(GL10.GL_DEPTH_TEST);
    }
    
}
